General Aggression Model

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Craig A. Anderson - One of the best experts on this subject based on the ideXlab platform.

  • The General Aggression Model.
    Current opinion in psychology, 2017
    Co-Authors: Johnie J. Allen, Craig A. Anderson, Brad J. Bushman
    Abstract:

    The General Aggression Model (GAM) is a comprehensive, integrative, framework for understanding Aggression. It considers the role of social, cognitive, personality, developmental, and biological factors on Aggression. Proximate processes of GAM detail how person and situation factors influence cognitions, feelings, and arousal, which in turn affect appraisal and decision processes, which in turn influence aggressive or nonaggressive behavioral outcomes. Each cycle of the proximate processes serves as a learning trial that affects the development and accessibility of aggressive knowledge structures. Distal processes of GAM detail how biological and persistent environmental factors can influence personality through changes in knowledge structures. GAM has been applied to understand Aggression in many contexts including media violence effects, domestic violence, intergroup violence, temperature effects, pain effects, and the effects of global climate change.

  • The International Encyclopedia of Media Studies - Examining Media Effects
    The International Encyclopedia of Media Studies, 2012
    Co-Authors: Christopher P Barlett, Craig A. Anderson
    Abstract:

    The study of screen media effects is becoming especially important because people spend increasing amounts of time on visually realistic entertainment media. This chapter applies two related theoretical frameworks to the study of media effects: the General Aggression Model (GAM) and the General learning Model (GLM). Both theories posit relations between media exposure and internal processes, behavior, and the development of long-term knowledge structures and attitudes. GAM focuses on the development of aggressive knowledge structures and attitudes derived from exposure to violent media depictions (amongst other Aggression-related stimuli), and their relation to aggressive behavior. GLM, a broad extension of GAM, posits how long-term attitudes and knowledge structures are formed with continued exposure to any type of media (violent or nonviolent), and how “media-trained behavior” can ensue. How these processes operate, the role of individual differences, and short- and long-term consequences of media exposure are discussed. Keywords: General Aggression Model; General Learning Model; media effects; media exposure; prosocial medi; violent media

  • The General Aggression Model: Theoretical extensions to violence.
    Psychology of Violence, 2011
    Co-Authors: C. Nathan Dewall, Craig A. Anderson, Brad J. Bushman
    Abstract:

    This article discusses the General Aggression Model (GAM), which provides a comprehensive and integrative social-cognitive framework for understanding Aggression and violence. After providing a brief description of the basic components of GAM, we discuss how it can be used to better understand 4 topics related to phenomena that occur primarily outside the laboratory and apply to a broad range of people. Specifically, we apply GAM to better understand intimate partner violence, intergroup violence, global climate change effects on violence, and suicide. We also explain how the tenets of GAM can be used to inform interventions aimed at reducing these forms of violence. Finally, we show how GAM can explain why people do not behave violently, such as in societies where violence is exceedingly rare. Applying GAM to violent behavior that occurs outside the laboratory adds to its explanatory power and enhances the external validity of its predictions. Because the 4 topics apply to such a broad range of people, GAM may have broader influence in fostering understanding of Aggression in these domains. By increasing our understanding of the causes of violent behavior, GAM may help reduce it. (PsycINFO Database Record (c) 2011 APA, all rights reserved)

  • Causal effects of violent sports video games on Aggression: Is it competitiveness or violent content?
    Journal of Experimental Social Psychology, 2009
    Co-Authors: Craig A. Anderson, Nicholas L. Carnagey
    Abstract:

    Three experiments examined the impact of excessive violence in sport video games on Aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several Aggression-related variables, as predicted by the General Aggression Model and related social–cognitive Models.

  • creating your own hostile environment a laboratory examination of trait aggressiveness and the violence escalation cycle
    Personality and Social Psychology Bulletin, 2008
    Co-Authors: Craig A. Anderson, Katherine E Buckley, Nicholas L. Carnagey
    Abstract:

    A dyadic interactive Aggression paradigm tested hypotheses from the General Aggression Model about how trait aggressiveness can create behaviorally hostile social environments. Pairs of college student participants competed in a modified reaction time task in which they repeatedly delivered and received each other's punishments. The trait aggressiveness of both participants influenced the punishment intensities (Aggression level) set by each member of the dyad on later trials. Furthermore, there was a pattern of escalation from early to later trials. These trait aggressiveness effects (both self and partner) on later aggressive behavior were largely mediated by partner Aggression levels during early trials. Results also suggested two aggressive motives—hostile and instrumental—resulted from high partner Aggression during early trials and these motives partially mediated the effects of trait aggressiveness and of early trial Aggression on later aggressive behavior.

Brad J. Bushman - One of the best experts on this subject based on the ideXlab platform.

  • Effects of Weapons on Aggressive Thoughts, Angry Feelings, Hostile Appraisals, and Aggressive Behavior: A Meta-Analytic Review of the Weapons Effect Literature:
    Personality and social psychology review : an official journal of the Society for Personality and Social Psychology Inc, 2017
    Co-Authors: Arlin James Benjamin, Sven Kepes, Brad J. Bushman
    Abstract:

    Guns are associated with Aggression. A landmark 1967 study showed that simply seeing a gun can increase Aggression—called the “weapons effect.” This meta-analysis integrates the findings of weapons effect studies conducted from 1967 to 2017. It includes 162 effect-size estimates from 78 independent studies involving 7,668 participants. The theoretical framework used to explain the weapons effect was the General Aggression Model (GAM), which proposes three routes to Aggression—cognitive, affective, and arousal. The GAM also proposes that hostile appraisals can facilitate Aggression. As predicted by the GAM, the mere presence of weapons increased aggressive thoughts, hostile appraisals, and Aggression, suggesting a cognitive route from weapons to Aggression. Weapons did not significantly increase angry feelings. Only one study tested the effects of weapons on arousal. These findings also contribute to the debate about social priming by showing that incidental exposure to a stimulus (weapon) can affect subse...

  • The weapons effect
    Current opinion in psychology, 2017
    Co-Authors: Arlin James Benjamin, Brad J. Bushman
    Abstract:

    In some societies, weapons are plentiful and highly visible. This review examines recent trends in research on the weapons effect, which is the finding that the mere presence of weapons can prime people to behave aggressively. The General Aggression Model provides a theoretical framework to explain why the weapons effect occurs. This Model postulates that exposure to weapons increases aggressive thoughts and hostile appraisals, thus explaining why weapons facilitate aggressive behavior. Data from meta-analytic reviews are consistent with the General Aggression Model. These findings have important practical as well as theoretical implications. They suggest that the link between weapons and Aggression is very strong in semantic memory, and that merely seeing a weapon can make people more aggressive.

  • The General Aggression Model.
    Current opinion in psychology, 2017
    Co-Authors: Johnie J. Allen, Craig A. Anderson, Brad J. Bushman
    Abstract:

    The General Aggression Model (GAM) is a comprehensive, integrative, framework for understanding Aggression. It considers the role of social, cognitive, personality, developmental, and biological factors on Aggression. Proximate processes of GAM detail how person and situation factors influence cognitions, feelings, and arousal, which in turn affect appraisal and decision processes, which in turn influence aggressive or nonaggressive behavioral outcomes. Each cycle of the proximate processes serves as a learning trial that affects the development and accessibility of aggressive knowledge structures. Distal processes of GAM detail how biological and persistent environmental factors can influence personality through changes in knowledge structures. GAM has been applied to understand Aggression in many contexts including media violence effects, domestic violence, intergroup violence, temperature effects, pain effects, and the effects of global climate change.

  • The weapons priming effect
    Current Opinion in Psychology, 2016
    Co-Authors: Arlin James Benjamin, Brad J. Bushman
    Abstract:

    In many societies, weapons are plentiful and highly visible. This review examines recent trends in research on the weapons priming effect, which is the finding that the mere presence of weapons can prime people to behave aggressively. The General Aggression Model provides a theoretical framework to explain why the weapons priming effect occurs. This Model postulates that exposure to weapons increases aggressive thoughts and hostile appraisals, thus explaining why weapons facilitate aggressive behavior. Data from meta-analytic reviews are consistent with the General Aggression Model. These findings have important practical as well as theoretical implications. They suggest that the link between weapons and Aggression is very strong in semantic memory, and that merely seeing a weapon can make people more aggressive.

  • The General Aggression Model: Theoretical extensions to violence.
    Psychology of Violence, 2011
    Co-Authors: C. Nathan Dewall, Craig A. Anderson, Brad J. Bushman
    Abstract:

    This article discusses the General Aggression Model (GAM), which provides a comprehensive and integrative social-cognitive framework for understanding Aggression and violence. After providing a brief description of the basic components of GAM, we discuss how it can be used to better understand 4 topics related to phenomena that occur primarily outside the laboratory and apply to a broad range of people. Specifically, we apply GAM to better understand intimate partner violence, intergroup violence, global climate change effects on violence, and suicide. We also explain how the tenets of GAM can be used to inform interventions aimed at reducing these forms of violence. Finally, we show how GAM can explain why people do not behave violently, such as in societies where violence is exceedingly rare. Applying GAM to violent behavior that occurs outside the laboratory adds to its explanatory power and enhances the external validity of its predictions. Because the 4 topics apply to such a broad range of people, GAM may have broader influence in fostering understanding of Aggression in these domains. By increasing our understanding of the causes of violent behavior, GAM may help reduce it. (PsycINFO Database Record (c) 2011 APA, all rights reserved)

Nicholas L. Carnagey - One of the best experts on this subject based on the ideXlab platform.

  • Causal effects of violent sports video games on Aggression: Is it competitiveness or violent content?
    Journal of Experimental Social Psychology, 2009
    Co-Authors: Craig A. Anderson, Nicholas L. Carnagey
    Abstract:

    Three experiments examined the impact of excessive violence in sport video games on Aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several Aggression-related variables, as predicted by the General Aggression Model and related social–cognitive Models.

  • creating your own hostile environment a laboratory examination of trait aggressiveness and the violence escalation cycle
    Personality and Social Psychology Bulletin, 2008
    Co-Authors: Craig A. Anderson, Katherine E Buckley, Nicholas L. Carnagey
    Abstract:

    A dyadic interactive Aggression paradigm tested hypotheses from the General Aggression Model about how trait aggressiveness can create behaviorally hostile social environments. Pairs of college student participants competed in a modified reaction time task in which they repeatedly delivered and received each other's punishments. The trait aggressiveness of both participants influenced the punishment intensities (Aggression level) set by each member of the dyad on later trials. Furthermore, there was a pattern of escalation from early to later trials. These trait aggressiveness effects (both self and partner) on later aggressive behavior were largely mediated by partner Aggression levels during early trials. Results also suggested two aggressive motives—hostile and instrumental—resulted from high partner Aggression during early trials and these motives partially mediated the effects of trait aggressiveness and of early trial Aggression on later aggressive behavior.

  • the effect of video game violence on physiological desensitization to real life violence
    Journal of Experimental Social Psychology, 2007
    Co-Authors: Nicholas L. Carnagey, Craig A. Anderson, Brad J. Bushman
    Abstract:

    Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game eVects on physiological desensitization, deWned as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to Wll this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing Wlmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.

  • Media Violence and Social Neuroscience: New Questions and New Opportunities
    Current Directions in Psychological Science, 2007
    Co-Authors: Nicholas L. Carnagey, Craig A. Anderson, Bruce D. Bartholow
    Abstract:

    Decades of research have demonstrated that exposure to violence on television can cause increases in Aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.

  • interactive effects of life experience and situational cues on Aggression the weapons priming effect in hunters and nonhunters
    Journal of Experimental Social Psychology, 2005
    Co-Authors: Bruce D. Bartholow, Nicholas L. Carnagey, Craig A. Anderson, Arlin James Benjamin
    Abstract:

    Abstract Recent research ( Anderson, Benjamin, & Bartholow, 1998 ) indicates that the presence of guns increases the accessibility of aggressive thoughts via automatic priming. Our research examined whether this “weapons priming effect” differs depending on the structure of an individual's knowledge about guns, and if so, whether that difference results in corresponding differences in aggressive behavior. Experiment 1 revealed that individuals with prior gun experience (hunters) have more detailed and specific information about guns than do individuals with no direct gun experience (nonhunters), and that hunting experience interacts with gun type (hunting versus assault) in predicting affective and cognitive reactions to guns. Experiment 2 revealed that pictures of hunting guns were more likely to prime aggressive thoughts among nonhunters, whereas pictures of assault guns were more likely to prime aggressive thoughts among hunters. Experiment 3 showed differences in aggressive behavior following gun primes that correspond to differences in affective and cognitive responses to gun cues. Our findings are discussed in light of the General Aggression Model.

Douglas A Gentile - One of the best experts on this subject based on the ideXlab platform.

  • “Frenemies, Fraitors, and Mean‐em‐aitors”: Priming Effects of Viewing Physical and Relational Aggression in the Media on Women
    Aggressive behavior, 2012
    Co-Authors: Sarah M. Coyne, Jennifer Ruh Linder, David A. Nelson, Douglas A Gentile
    Abstract:

    Past research has shown activation of aggressive cognitions in memory after media violence exposure, but has not examined priming effects of viewing relational Aggression in the media. In the current study, 250 women viewed a video clip depicting physical Aggression, relational Aggression, or no Aggression. Subsequent activation of physical and relational Aggression cognitions was measured using an emotional Stroop task. Results indicated priming of relational Aggression cognitions after viewing the relationally aggressive video clip, and activation of both physical and relational Aggression cognitions after viewing the physically aggressive video clip. Results are discussed within the framework of the General Aggression Model.

  • Media violence, physical Aggression, and relational Aggression in school age children: A short-term longitudinal study.
    Aggressive behavior, 2010
    Co-Authors: Douglas A Gentile, Sarah M. Coyne, David A. Walsh
    Abstract:

    Many studies have shown that media violence has an effect on children's subsequent Aggression. This study expands upon previous research in three directions: (1) by examining several subtypes of Aggression (verbal, relational, and physical), (2) by measuring media violence exposure (MVE) across three types of media, and (3) by measuring MVE and aggressive/prosocial behaviors at two points in time during the school year. In this study, 430 3rd-5th grade children, their peers, and their teachers were surveyed. Children's consumption of media violence early in the school year predicted higher verbally aggressive behavior, higher relationally aggressive behavior, higher physically aggressive behavior, and less prosocial behavior later in the school year. Additionally, these effects were mediated by hostile attribution bias. The findings are interpreted within the theoretical framework of the General Aggression Model.

  • violent video game effects on children and adolescents theory research and public policy
    2007
    Co-Authors: Craig A. Anderson, Douglas A Gentile, Katherine E Buckley
    Abstract:

    PART I. INTRODUCTION 1. Violent Video Games: Background and Overview 2. Effects of Exposure to Violent Entertainment Media 3. The General Aggression Model PART II. NEW STUDIES 4. Study 1: Experimental Study of Violent Video Games with Elementary School and College Students 5. Study 2: Correlational Study with High School Students 6. Study 3: Longitudinal Study with Elementary School Students 7. Risk Factor Illustrations PART III. General DISCUSSION (WHAT DOES IT ALL MEAN?) 8. New Findings and Their Implications 9. Interpretations and Public Policy 10. Reducing Violent Video Game Effects Appendix 1: Best Practices Coding Appendix 2: Video Game Ratings

  • Violent video game effects on children and adolescents. A review of the literature.
    Minerva pediatrica, 2005
    Co-Authors: Douglas A Gentile, W Stone
    Abstract:

    Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective to understand the research on the effects of video games. The review includes General theoretical and methodological considerations of media violence, and description of the General Aggression Model (GAM). The literature was evaluated in relation to the GAM. Published literature, including meta-analyses, are reviewed, as well as relevant unpublished material, such as conference papers and dissertations. Overall, the evidence supports hypotheses that violent video game play is related to aggressive affect, physiological arousal, aggressive cognitions, and aggressive behaviours. The effects of video game play on school performance are also evaluated, and the review concludes with a dimensional approach to video game effects. The dimensional approach evaluates video game effects in terms of amount, content, form, and mechanics, and appears to have many advantages for understanding and predicting the multiple types of effects demonstrated in the literature.

  • the effects of violent video game habits on adolescent hostility aggressive behaviors and school performance
    Journal of Adolescence, 2004
    Co-Authors: Douglas A Gentile, Jennifer Ruh Linder, Paul J Lynch, David A. Walsh
    Abstract:

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

Sarah M. Coyne - One of the best experts on this subject based on the ideXlab platform.

  • "We're not gonna be friends anymore": Associations between viewing relational Aggression on television and relational Aggression in text messaging during adolescence.
    Aggressive behavior, 2019
    Co-Authors: Sarah M. Coyne, Samuel E. Ehrenreich, Hailey G. Holmgren, Marion K. Underwood
    Abstract:

    A number of studies suggest that adolescents who view relational Aggression on television are more likely to engage in higher levels of subsequent relational Aggression in social interactions. This study examined longitudinal associations between viewing relational Aggression on television and relationally aggressive behavior in text messaging over a 1-year period during adolescence. Participants were 197 adolescents who completed a number of questionnaires regarding media use and Aggression. Adolescents were each given a BlackBerry device and a sample of text messages was coded for aggressive behavior. Results revealed that exposure to relational Aggression on television was associated with higher levels of relational Aggression in texting one year later, but only for girls. Results are discussed with reference to the General Aggression Model.

  • Effects of viewing relational Aggression on television on aggressive behavior in adolescents: A three-year longitudinal study.
    Developmental psychology, 2016
    Co-Authors: Sarah M. Coyne
    Abstract:

    Most researchers on media and Aggression have examined the behavioral effects of viewing physical Aggression in the media. Conversely, in the current study, I examined longitudinal associations between viewing relational Aggression on TV and subsequent aggressive behavior. Participants included 467 adolescents who completed a number of different questionnaires involving media and Aggression at 3 different time points. Results revealed that viewing relational Aggression on TV was longitudinally associated with future relational Aggression. However, early levels of relational Aggression did not predict future exposure to televised relational Aggression. Conversely, there was a bidirectional relationship between TV violence and physical Aggression over time. No longitudinal evidence was found for a General effect of viewing TV, as all significant media effects were specific to the type of Aggression viewed. These results support the General Aggression Model and suggest that viewing relational Aggression in the media can have a long-term effect on aggressive behavior during adolescence.

  • “Frenemies, Fraitors, and Mean‐em‐aitors”: Priming Effects of Viewing Physical and Relational Aggression in the Media on Women
    Aggressive behavior, 2012
    Co-Authors: Sarah M. Coyne, Jennifer Ruh Linder, David A. Nelson, Douglas A Gentile
    Abstract:

    Past research has shown activation of aggressive cognitions in memory after media violence exposure, but has not examined priming effects of viewing relational Aggression in the media. In the current study, 250 women viewed a video clip depicting physical Aggression, relational Aggression, or no Aggression. Subsequent activation of physical and relational Aggression cognitions was measured using an emotional Stroop task. Results indicated priming of relational Aggression cognitions after viewing the relationally aggressive video clip, and activation of both physical and relational Aggression cognitions after viewing the physically aggressive video clip. Results are discussed within the framework of the General Aggression Model.

  • Media violence, physical Aggression, and relational Aggression in school age children: A short-term longitudinal study.
    Aggressive behavior, 2010
    Co-Authors: Douglas A Gentile, Sarah M. Coyne, David A. Walsh
    Abstract:

    Many studies have shown that media violence has an effect on children's subsequent Aggression. This study expands upon previous research in three directions: (1) by examining several subtypes of Aggression (verbal, relational, and physical), (2) by measuring media violence exposure (MVE) across three types of media, and (3) by measuring MVE and aggressive/prosocial behaviors at two points in time during the school year. In this study, 430 3rd-5th grade children, their peers, and their teachers were surveyed. Children's consumption of media violence early in the school year predicted higher verbally aggressive behavior, higher relationally aggressive behavior, higher physically aggressive behavior, and less prosocial behavior later in the school year. Additionally, these effects were mediated by hostile attribution bias. The findings are interpreted within the theoretical framework of the General Aggression Model.